Mutants & Masterminds Power Profile: Darkness Powers

Mutants & Masterminds Power Profile: Darkness PowersAfraid of the dark? Darkness—and the blindness that comes with it—is one of the most primal fears, and command of darkness is one of the most primal powers. Darkness Powers turn shadows into weapons and minions, allow you to turn out the lights, or wield even more esoteric effects. For M&M Third Edition.

Mutants & Masterminds Power Profile: Darkness Powers

Evan (he/him) got his start in tabletop games in 1995, as a co-founder of Rubicon Games. Among other games, he has worked on Cranium, Cranium Hullabaloo, and the Pokémon trading card game. RPGs he has edited for include Everway, Ork! The Roleplaying Game, Spaceship Zero, Warhammer Fantasy second edition, the d20 System, A Song of Ice and Fire, Mutants & Masterminds, Dragon Age, Fantasy AGE, Modern AGE, Blue Rose, Pathfinder, and Critical Role (5e). He has been managing our web sites since about 2002. He co-designed Walk the Plank, our card game of piratical trick taking, currently available in print-on-demand format via DriveThruCards.com.